Throw in half a dozen boss battles, a card collection to complete, a level % to max out and a Hi-score challenge and that's more or less our game.

We strove hard to make the gameplay as fluid and responsive as possible as this is easily the most important aspect of any game.

We strove hard to make the play as fluid and responsive as possible as this is easily the most important aspect of any game.

Ok we're old. We grew up in the 8 bit era (that's just after the bronze age) and had a commodore 64. If I recall correctly that's named after it's 64k total memory (no kidding) . Computers have come on light years since then. Unbelievably though 2D programming hasn't changed at all. The majority of this game was built using the same core array of tricks we worked out 20 years ago. Btw. The commodore 64 was a seriously brilliant piece of kit.

I guess lack of colour and resolution restrictions give our game a more 16 bit feel, either way we hope you enjoy it.